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This function sets which RenderTexture or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render texture manually. Requires Unity Pro. Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color. See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.